Diego Ovalle 4 dias atrás
pai
commit
595716ee1d

+ 1638 - 0
Assets/Scenes/MainMenu.unity

@@ -0,0 +1,1638 @@
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Diferenças do arquivo suprimidas por serem muito extensas
+ 35 - 0
Assets/Scenes/Valley.unity


+ 44 - 34
Assets/Scripts/GameManager.cs

@@ -1,14 +1,14 @@
 using UnityEngine;
-using TMPro; 
+using TMPro;
 using UnityEngine.SceneManagement;
 
 public class GameManager : MonoBehaviour
 {
-    public static GameManager Instance; // Allows other scripts to find this one easily
+    public static GameManager Instance;
 
     [Header("Game Settings")]
     public int totalOrbsToWin = 20;
-    public float timeRemaining = 300f; // 5 minutes in seconds
+    public float timeRemaining = 300f;
 
     [Header("UI References")]
     public TextMeshProUGUI orbText;
@@ -33,16 +33,36 @@ public class GameManager : MonoBehaviour
 
     void Awake()
     {
-        // Singleton pattern: ensures only one GameManager exists
         if (Instance == null) Instance = this;
         else Destroy(gameObject);
     }
 
+    void Start()
+    {
+        // Check if the static flag from MainMenu is set to true
+        if (MainMenu.shouldLoadSave)
+        {
+            Debug.Log("GameManager: Continue detected. Finding SaveSystem to load data...");
+            SaveSystem saveSys = FindFirstObjectByType<SaveSystem>();
+            if (saveSys != null)
+            {
+                saveSys.LoadGame();
+            }
+            // Reset the flag so future restarts are "fresh" unless clicked from Menu again
+            MainMenu.shouldLoadSave = false;
+        }
+        else
+        {
+            Debug.Log("GameManager: Starting Fresh Game.");
+            UpdateOrbUI();
+            UpdateTimerUI();
+        }
+    }
+
     void Update()
     {
         if (isGameOver) return;
 
-        // Handle Timer
         if (timeRemaining > 0)
         {
             timeRemaining -= Time.deltaTime;
@@ -50,7 +70,7 @@ public class GameManager : MonoBehaviour
         }
         else
         {
-            GameOver(false); // Timer ran out
+            GameOver(false);
         }
     }
 
@@ -61,73 +81,63 @@ public class GameManager : MonoBehaviour
 
         if (currentOrbs >= totalOrbsToWin)
         {
-            GameOver(true); // Collected all orbs
+            GameOver(true);
         }
     }
 
+    // Cleaned up to use the SaveSystem instead of PlayerPrefs
     public void SaveProgress()
     {
-        PlayerPrefs.SetInt("SavedOrbs", currentOrbs);
-        PlayerPrefs.SetFloat("SavedTime", timeRemaining);
-        PlayerPrefs.Save();
-        Debug.Log("Game Saved! Orbs: " + currentOrbs);
+        SaveSystem saveSys = FindFirstObjectByType<SaveSystem>();
+        if (saveSys != null) saveSys.SaveGame();
     }
 
     public void LoadProgress()
     {
-        if (PlayerPrefs.HasKey("SavedOrbs"))
-        {
-            currentOrbs = PlayerPrefs.GetInt("SavedOrbs");
-            timeRemaining = PlayerPrefs.GetFloat("SavedTime");
-
-            UpdateOrbUI();
-            UpdateTimerUI();
-            Debug.Log("Game Loaded!");
-        }
-        else
-        {
-            Debug.Log("No Save Data Found.");
-        }
+        SaveSystem saveSys = FindFirstObjectByType<SaveSystem>();
+        if (saveSys != null) saveSys.LoadGame();
     }
 
     public void ClearSave()
     {
-        PlayerPrefs.DeleteAll();
+        string path = Application.persistentDataPath + "/savegame.json";
+        if (System.IO.File.Exists(path)) System.IO.File.Delete(path);
         SceneManager.LoadScene(SceneManager.GetActiveScene().name);
     }
 
     void UpdateOrbUI()
     {
-        orbText.text = "Orbs: " + currentOrbs + " / " + totalOrbsToWin;
+        if (orbText != null)
+            orbText.text = "Orbs: " + currentOrbs + " / " + totalOrbsToWin;
     }
 
     void UpdateTimerUI()
     {
-        float minutes = Mathf.FloorToInt(timeRemaining / 60);
-        float seconds = Mathf.FloorToInt(timeRemaining % 60);
-        timerText.text = string.Format("Time: {0:00}:{1:00}", minutes, seconds);
+        if (timerText != null)
+        {
+            float minutes = Mathf.FloorToInt(timeRemaining / 60);
+            float seconds = Mathf.FloorToInt(timeRemaining % 60);
+            timerText.text = string.Format("Time: {0:00}:{1:00}", minutes, seconds);
+        }
     }
 
     public void GameOver(bool won)
     {
         isGameOver = true;
-        Time.timeScale = 0f; // Freeze the game
+        Time.timeScale = 0f;
         gameOverPanel.SetActive(true);
 
         if (won)
         {
             gameOverTitleText.text = "VICTORY!";
             gameOverTitleText.color = Color.green;
-            Debug.Log("Winner!");
         }
         else
         {
             gameOverTitleText.text = "NIGHT HAS FALLEN...";
             gameOverTitleText.color = Color.red;
-            Debug.Log("Game Over!");
         }
 
-        // Unlock cursor so player can click buttons
         Cursor.lockState = CursorLockMode.None;
         Cursor.visible = true;
     }
@@ -141,6 +151,6 @@ public class GameManager : MonoBehaviour
     public void LoadMainMenu()
     {
         Time.timeScale = 1f;
-        SceneManager.LoadScene("MainMenu"); // Make sure your menu scene is named this
+        SceneManager.LoadScene("MainMenu");
     }
 }

+ 40 - 0
Assets/Scripts/MainMenuScript.cs

@@ -0,0 +1,40 @@
+using UnityEngine;
+using UnityEngine.SceneManagement;
+using UnityEngine.UI;
+using System.IO;
+
+public class MainMenu : MonoBehaviour
+{
+    public Button continueButton; // Link this in the inspector
+    public string gameSceneName = "Valley";
+
+    // Static variable persists between scene loads
+    public static bool shouldLoadSave = false;
+
+    void Start()
+    {
+        // Disable the Continue button if no save file exists
+        string path = Application.persistentDataPath + "/savegame.json";
+        if (continueButton != null)
+        {
+            continueButton.interactable = File.Exists(path);
+        }
+    }
+
+    public void NewGame()
+    {
+        shouldLoadSave = false;
+        SceneManager.LoadScene(gameSceneName);
+    }
+
+    public void ContinueGame()
+    {
+        shouldLoadSave = true;
+        SceneManager.LoadScene(gameSceneName);
+    }
+
+    public void QuitGame()
+    {
+        Application.Quit();
+    }
+}

+ 30 - 33
Assets/Scripts/PlayerStats.cs

@@ -1,39 +1,37 @@
 using UnityEngine;
 using UnityEngine.UI;
-using StarterAssets; // Required to access the ThirdPersonController
+using StarterAssets;
 
 public class PlayerStats : MonoBehaviour
 {
+    [Header("Health Settings")]
+    public float maxHealth = 100f;
+    public float currentHealth;
+    public Image healthFillImage;
+
     [Header("Stamina Settings")]
     public float maxStamina = 100f;
     public float currentStamina;
     public float drainRate = 25f;
     public float regenRate = 15f;
-    public Slider staminaSlider;
+    public Image staminaFillImage;
 
-    [Header("Movement Settings (Overrides)")]
-    public float walkSpeed = 6f;    // Set to 6 to be faster than enemies
-    public float sprintSpeed = 12f; // Fast escape speed
-    public float jumpHeight = 3f;   // Better navigation for scale 1.0
+    [Header("Movement Overrides")]
+    public float walkSpeed = 6f;
+    public float sprintSpeed = 12f;
+    public float jumpHeight = 3f;
 
     private ThirdPersonController _controller;
     private StarterAssetsInputs _inputs;
 
     void Start()
     {
+        currentHealth = maxHealth;
         currentStamina = maxStamina;
 
-        // Find the components on the PlayerArmature
         _controller = GetComponent<ThirdPersonController>();
         _inputs = GetComponent<StarterAssetsInputs>();
 
-        // Set the UI and initial controller values
-        if (staminaSlider != null)
-        {
-            staminaSlider.maxValue = maxStamina;
-            staminaSlider.value = currentStamina;
-        }
-
         if (_controller != null)
         {
             _controller.MoveSpeed = walkSpeed;
@@ -44,20 +42,22 @@ public class PlayerStats : MonoBehaviour
 
     void Update()
     {
-        // 1. Logic: Are we moving AND holding the sprint key?
+        HandleStamina();
+        UpdateUI();
+    }
+
+    void HandleStamina()
+    {
         bool isMoving = _inputs.move != Vector2.zero;
         bool isSprinting = _inputs.sprint && isMoving;
 
-        // 2. Handle Stamina Drain/Regen
         if (isSprinting && currentStamina > 0)
         {
             currentStamina -= drainRate * Time.deltaTime;
-
-            // If we run out of breath
             if (currentStamina <= 0)
             {
                 currentStamina = 0;
-                ForceWalk(); // Force the controller to slow down
+                _controller.MoveSpeed = walkSpeed;
             }
         }
         else
@@ -65,27 +65,24 @@ public class PlayerStats : MonoBehaviour
             if (currentStamina < maxStamina)
                 currentStamina += regenRate * Time.deltaTime;
 
-            // If not actively sprinting, ensure speed is walk speed
-            if (!isSprinting)
-            {
-                _controller.MoveSpeed = walkSpeed;
-            }
+            if (!isSprinting) _controller.MoveSpeed = walkSpeed;
         }
-
-        // 3. Keep stamina between 0 and 100
         currentStamina = Mathf.Clamp(currentStamina, 0, maxStamina);
+    }
 
-        // 4. Update the visual UI
-        if (staminaSlider != null)
+    public void TakeDamage(float amount)
+    {
+        currentHealth -= amount;
+        if (currentHealth <= 0)
         {
-            staminaSlider.value = currentStamina;
+            currentHealth = 0;
+            GameManager.Instance.GameOver(false); // Trigger loss on death
         }
     }
 
-    // Helper to stop the sprint even if the player is holding Shift
-    private void ForceWalk()
+    void UpdateUI()
     {
-        _controller.MoveSpeed = walkSpeed;
-        _inputs.sprint = false; // This "un-clicks" the sprint for the player
+        if (healthFillImage != null) healthFillImage.fillAmount = currentHealth / maxHealth;
+        if (staminaFillImage != null) staminaFillImage.fillAmount = currentStamina / maxStamina;
     }
 }

Alguns arquivos não foram mostrados porque muitos arquivos mudaram nesse diff